"IN pâ piren": A meeting place for the creative industries
I'm not entirely sure how to describe this event. Thirty years ago, I'm sorry to say, I probably would have called it a "happening." The title means "IN on the pier" in Swedish. It seemed to be a three-day-long cocktail party, conference, dance and game design competition all rolled into one, with no set schedule: a great big anarchic collection of technology and game-related activity. I gave a lecture and participated in a round table discussion on the future of the game industry in Sweden, but the main reason I was there was to help organize and judge the game design competition, a 24-hour race for teams of students. The whole thing was held to celebrate the construction of a new building for the Blekinge Institute of Technology on the pier at Karlshamn, and it all took place in the 3-story atrium... complete with bands, acrobats, and a woman who performed a mildly erotic dance with a vacuum cleaner. (You had to be there.)
Anyway, the game design race went very well and the winning entries were suitably imaginative -- some of the contestants showed real promise. I had a great (if somewhat confused) time and hope to go back. I also made a lot of new acquaintances in the nascent Swedish game academy.

I was originally invited to give a single lecture to the students of Dr. Abdennour El-Rhalibi, but he decided to turn the event into a one-day symposium with several other speakers as well. It was very well-attended, a single large lecture theater packed with students and faculty. I gave "Fundamental Principles of Game Design," and Chris Bateman, who is one of my comrades-in-arms at International Hobo, treated us to an excellent lecture on audience demographics. ihobo is doing considerable research on demographics using the Myers-Briggs personality assessment.
The day after Level Up I went to the Utrecht School of the Arts in Hilversum, nearby, for a half-day mini-symposium dedicated to the issue of transitions in the game industry. There were just a few speakers, but they were good'uns: Jason Della Rocca of the IGDA, Eric Zimmerman of GameLabs (another maniac on the dance floor, by all accounts), and Martin de Ronde of Guerilla Games (formerly Lost Boys), developers of the highly-anticipated Killzone. Oh, and me. Our discussions concentrated on the near future of the game industry, which some particular thoughts on how it might evolve in the Netherlands -- I gave the game designer's perspective. After the hurly-burly of Level Up, it was a relaxing change.
Level Up was a curious cross between a dry academic conference and a full-scale game industry party at E3. Held in classrooms at the University of Utrecht, the Netherlands, many (too many) of the sessions were delivered in the obscure language of academe, and to make matters worse, some speakers just read their printed papers aloud -- an insomnia cure if there ever was one. I hope next year the selection committee puts a little more emphasis on academic research of practical value: graphics, artificial intelligence, simulation techniques, interactive storytelling, gameplay, art, animation, and music. I did get to some interesting sessions and met some people I had long wanted to meet, though, and the conference attracted a very good crowd, over 500 attendees.
My own lecture, "
